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system:armory [2016/11/17 20:38]
schrodinger [Augs]
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-====== Armory ====== 
-The Armory holds information on all the gear used by Characters and enemies in Horizon: out of the ashes. Gear is divided into two main categories, **Equips** and **Augs**. Equips are items that a Character can pick up, put down, wear or take off. Augs are special IRIS-based formations within the body offering special capabilities at the cost of Stamina when they are used. 
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-**Interim full armory access** \\ 
-{{ :​system:​hoota_armory_v1.1.pdf |}} 
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-===== Weapons ===== 
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-Weapons are the primary method of dealing damage in combat, allowing Characters to defeat their foes. Most weapons deal one or more of three main damage types when used: 
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-  * **Lethal damage** which directly __reduces enemy Health__ when making attacks. 
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-  * **AP damage** which __reduces enemy AP in their next turn__ for each attack made. 
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-  * **Stamina damage** which __drains enemy Stamina until they recover it__, and can render a target unconscious if their Stamina is depleted. 
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-These special effects simulate attacks which can unbalance, knock down, or tranquilize a target, restricting their actions and in some cases disabling them completely. There are also several weapon ​ [[system:​armory#​weapon_mods|modifications]] and alternative [[system:​armory#​ammunition_types|ammunition]] loads which grant various benefits. Please see their respective sections below for details. 
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-Each **Equip** or **Aug** requires a given level of the **Carry** or **Acuity** passives to equip. Characters who do not meet the requirement may still attempt to use the item, but will suffer a __penalty of -5AP per missing point in the required Passives__ each round. Augs cannot be installed if the requirements are not met.  ( see the **[[system:​traits#​trait_map|Trait Map]]** for details on Passives) **Armor, mods and ammo types are currently under construction,​ more soon!** 
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-==== Weapons List ==== 
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-<hidden **Carry Zero**> 
-  * {{:​system:​carry0_v1-1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry One**> 
-  * {{:​system:​carry1_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Two**> 
-  * {{:​system:​carry2_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Three**> 
-  * {{:​system:​carry3_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Four**> 
-  * {{:​system:​carry4_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Five**> 
-  * {{:​system:​carry5_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Six**> 
-  * {{:​system:​carry6_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Seven**> 
-  * {{:​system:​carry7_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Eight**> 
-  * {{:​system:​carry8_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Nine**> 
-  * {{:​system:​carry9_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Ten**> 
-  * {{:​system:​carry10_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-==== Ammunition Types ==== 
-Most weapons can support a variety of ammunition types, altering the effect their attacks have on a target. special ammunition is often expensive due to the difficulty in producing large quantities and its specialized uses. The counterpoint to this is that special ammunition puts no special requirements on the weapon and does not need to be installed like Weapon Mods. Every ammunition type has levels of refinement; more advanced types have greater effects and can employ more effects simultaneously. 
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-  * **Explosive** Increases AP damage by 100% per advancement level. Costs 100 / 200 / 300 per round. 
-  * **Corrosive** Does damage equal to the attack that applied it once per round. Lasts 1 round per advancement level. Stacks per Character, not per attack. Costs 100 / 200 / 300 per round. 
-  * **EMP** Briefly disables target'​s Devices and Augs. Lasts 1 round per advancement level. Costs 150 / 300 / 450 per round. 
-  * **Shred** Does damage to Armor equal to the attack that triggered it. Costs 100 / 200 / 300 
-  * **Guided** Grants +1AP when firing at long range and / ore at small-targets per advancement level. Costs 100 / 200 / 300 per round. 
-  * **Tranquilizer** Does additional Stamina Damage. Removes 5 Stamina per advancement level once per round. Requires Target'​s armor to be breached. Costs 50 / 100 / 150 per round. 
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-===== Armor ===== 
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-==== Armor List ==== 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|:::​ |:::​ |:::​ |:::​ |:::​ |:::​ |:::​ | 
-|n/​a |Clothing |0 |n/​a |n/​a |5 |200 | 
-|Carry 1 |Lgt. Composite |15 |2 Stam |7.5 |10 |1k | 
-|Acuity 1 |Soft Layer |20 |5 Stam |4 |12 |1.5k | 
-|Carry 2 |Med. Composite |30 |4 Stam |7.5 |12 |2k | 
-|Acuity 2 |Hybrid Layer |40 |9 Stam |4.44 |15 |2.5k | 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|Carry 3 |Hvy. Composite |45 |6 |7.5 |15 |3.4k | 
-|Acuity 3 |Advanced Layer |60 |11 |5.45 |18 |4k | 
-|Carry 4 |Fiber Mesh |60 |7 |8.57 |18 |5.8k | 
-|Acuity 4 |Reacti-Gel |80 |12 |6.66 |21 |6.5k | 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|Carry 5 |Multi Fiber |75 |8 |9.37 |21 |9.2k | 
-|Acuity 5 |Dyna-Gel |100 |14 |7.14 |24 |10k | 
-|Carry 6 |Omni Fiber |90 |8 |11.25 |24 |14k | 
-|Acuity 6 |Intelli-Gel |120 |15 |8 |27 |15k | 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|Carry 7 | |105 |9 |11.66 |27 |23k | 
-|Acuity 7 | |140 |17 |8.23 |30 |25k | 
-|Carry 8 | |120 |9 |13.33 |30 |35k | 
-|Acuity 8 | |160 |18 |8.88 |33 |40k | 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|Carry 9 | |135 |10 |13.5 |33 |60k | 
-|Acuity 9 | |180 |21 |8.57 |36 |65k | 
-|Carry 10 | |150 |10 |15 |36 |90k | 
-|Acuity 10 | |200 |22 |9.09 |39 |100K | 
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-===== Devices ===== 
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-===== Augs ===== 
-Augs are IRIS formations within the Character'​s own body, able to store substantial metabolic energy over time to be released later as a power source for super-human capabilities. Augs have a wide variety of effects, but all use Stamina points as a fuel source. ​ 
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-=== Core Augs === 
-Core Augs are intrinsic to every human born with IRIS. These were conceived originally as survival mechanisms, but are versatile and can often be repurposed as a means of sudden and attack. 
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-<nspages roleplay:​system -subns -simpleList -hideNoSubns -hideNoPages>​ 
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